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Messages - Jacob/Lee

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Quote
Corai: k-kawaii orange juice!!!!

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Other Games / Re: Distant Worlds (4x RTS)
« on: June 02, 2014, 01:35:31 pm »
ok, next question: how do you make sure you have a good mix?

Didn't see any additional options, other than "load troops at nearest"
You can garrison troops at the colony through the troop menu to prevent ships from picking them up. Garrison a good chunk of all unit types so there's a desired mix of units being loaded on board. I'm honestly not sure how the game decides what troops to pick up when told to load the ships.

If you're invading a colony and meet an insane level of resistance (like on homeworlds with fifteen+ billion people), sometimes it's worth it to kill a few people or five billion with nuclear bombardment to lower their strength enough so you can invade with a reasonable army. I keep a few ships armed with nuclear devastators for just such an occasion.

EDIT: I think the Distant Worlds equivalent of World War II just started. In a matter of three days, war was declared over twenty times between different empires. This'll be fun to watch.

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Other Games / Re: Distant Worlds (4x RTS)
« on: June 01, 2014, 09:14:55 pm »
Yeah, a lot of my characters end up being astonishingly less useful as time goes on. My better spy suddenly became lawful in a time when counter-espionage was totally useless to me (spoiler alert: it still is) and I needed things stolen and stations destroyed. He later gained the trait "demoralizing" and I decided to relieve him of duty. Fleet admirals also seem to develop a positive trait for one part of combat and negatives in every other (good tactician/poor defender+attacker+logistician). A similar case applies to ground commanders. At least my leader has mostly bonuses in his modifiers.

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Other Games / Re: Distant Worlds (4x RTS)
« on: June 01, 2014, 07:22:32 pm »
With that, the Fire Gang, the greatest pirates the galaxy can remember, has been almost totally wiped out. They made the mistake of attacking Gizurea 1, the former homeworld of my empire's brothers and opponents. That colony had the entire retaliation fleet orbiting it, waiting to be sent out to the first place we found the Fire Gang's main force. They came to us and lost horrendously. The whole force was either destroyed or boarded and captured.

They supposedly own three colonies but none of the territory maps I've stolen from them support that. Their fleet has been cut down to four ships with 688 firepower between them, which even the most backwater modern empire could defeat. The Fire Gang's reign of terror is over, the final kill count for them being 101 destroyed ships/bases, three captures, and a single accomplished raid. Yet another obstacle crushed under the feet of the Gizurean Collective, now standing at fourty-two billion citizens in eight colonies.

Quick question, how do you land troops on your own planet from troop ships? Landing them on hostile planets is easy enough, I just can't figure out how to do it on my own planets to help stop a rebellion.
Hover your mouse over the colony with the ships selected. You should see the troop icon with a red arrow. Right click to unload forces.

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Other Games / Re: Distant Worlds (4x RTS)
« on: June 01, 2014, 01:34:44 pm »
Most pirates also hate each other as much as they hate you. If you pay one of them off and they loiter around your systems for whatever reason, they'll get into fights with other, probably hostile pirates. There was actually this one time where two pirate bands tried to raid one of my colonies at the same time and ended up slaughtering each other, and a time when the Conformity attacked a colony and the local pirates repelled them. Good luck getting anybody to accept defense contracts or bounties, though.

-----

I underestimated the Fire Gang. I destroyed their last known base but most of their fleet escaped into the galaxy and are still causing problems. Every so often, a capital ship or two will hyperjump into my system, take a few shots at a spaceport, then immediately peace out when the port retaliates. I've managed to stop and destroy a few ships with HyperDeny, but their capital ships have ~700 shields on them that I simply can't overwhelm with my current fleet. I've built a new force of capital ships with HyperDeny modules and posted them pretty much everywhere of interest with some graviton beam-armed escorts to take them out. I'm not sure where their main force ran off to, honestly, and hopefully they won't return to my space.

The Fire Gang scare caused me to A) Retrofit every space port I have to medium/large, B) Build defensive stations around half my colonies, and C) Over double my cumulative fleet firepower. These pirates are actually pretty damn scary.

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Other Games / Re: Distant Worlds (4x RTS)
« on: May 31, 2014, 10:32:13 pm »
The war is over, finally. The last weeks of it was spent bombarding their homeworld and killing five billion of our brothers before storming it with dozens of infantry formations. They had almost no opposition, free to stake the flag of the Gizurean Collective into the ashes. With the war against the Gizurean Conformity finished, my empire now has thirty billion people split between five colonies. My combat fleet is seventy ships strong with a cumulative firepower of 6898. My population and strategic value is at the top of the known galaxy and, aside from the ancient guardians, my economy is as well, although I hold seventh in territory and my military strength is fifth, out of ~25 empires packed into this third of the galaxy.

It was quite the war, however. The first blockade started 2150.07.07. Their homeworld was invaded and taken 2161.10.05. War was officially declared maybe six years in, but there was a number of skirmishes and covert operations beforehand. It was a bumpy ride. I very nearly stopped the war only two years in, but, just before I assaulted their homeworld (defended by a weapons platform and a port) they retrofitted their medium spaceport to a large one, which had sufficient additional firepower to repel my forces.

After that, I spent my time building my fleet, expanding my economy, and fighting off the seemingly infinite swarms of pirates coming from all directions. I reached the point where I was seriously considering throwing money at all the nearby pirates and hoping they would attack the Conformity for me. Nobody wanted to take my bounties on their defenses. I eventually improved my shields, maxos blasters, railguns, and ground forces, then made my move.

The Conformity had been in and out of conflicts with other empires and were actually in a state of war with two when I officially went to war. For no particular reason, empires completely unrelated to anything going on would smack me with worthless trade sanctions or give me meager amounts of credits. There's also apparently a pirate faction by the name of the Fire Gang that people are scared of, going so far as one of my long-time aggravators, the Ugnar Corsairs, merging with my empire out of fear. These bogeymen have roughly half the firepower of my empire between thirty ships.

With so much of my fleet thrown into that one attack, pirates and the few Conformity ships that escaped made a mess of outlying mining stations and took out a construction ship or two. Still, we're free now. It's time to rebuild what was broken and aim outwards once more. Let's see what the rest of the galaxy has to offer the Gizurean Collective.

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Other Games / Re: Distant Worlds (4x RTS)
« on: May 31, 2014, 06:50:06 pm »
They erratically issue/lift trade sanctions on my empire and blockaded a mining station in my home system. They were expelled with maxos blasters and epsilon torpedoes. I'm currently training my intelligence agent in the art of sabotage and building a fleet so I can crush their pitiful empire and take their taxpayers and resources.

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Other Games / Re: Distant Worlds (4x RTS)
« on: May 31, 2014, 05:48:40 pm »
Spoiler (click to show/hide)

Let's see: Another empire composed of the same race as me with a nearly identical flag and name just called my species inferior. Ah, Distant Worlds.

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Also note that firing, reloading, and driving causes recoil, which makes it harder to land the next shot. I think some attachments cause accuracy penalties.

I like to carry around a handgun or two in holsters, if I can find them. Flareguns are loads of fun, too. For that special moment when you meet a zombear, zoose, zombie bio-operator, hulk...

430
Other Games / Re: How did you last die?
« on: May 30, 2014, 07:42:37 pm »
Not my death, but...
Spoiler (click to show/hide)
I think this city is untouchable. It's on a shitty, one-tile island, because every tile around it is beach. My land units can't attack it because of that. I have no free space to land my troops and I can't disembark on the city and storm it. As far as I can tell, I am literally incapable of attacking this city, and it is most likely the last city of my first contact and first enemy, the Mayans.

Call to Power 2.

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Other Games / Re: Distant Worlds (4x RTS)
« on: May 30, 2014, 10:09:07 am »
Welp. A few months into my latest game and I get a galactic news report about another empire releasing a silver mist cloud a few sectors (10x10) away from my homeworld. Great job, guys.

432
Other Games / Re: Space Station 13: Urist McStation
« on: May 29, 2014, 08:34:08 pm »
1x1 singularities are basically useless for anything other than hopefully cascading into max-size murder trains. What happens if two singularities collide?

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Other Games / Re: Distant Worlds (4x RTS)
« on: May 29, 2014, 05:20:11 pm »
If you get tired of them, you can find their bases with fleets/spies and stomp them flat, too! I regularly murdered pirate factions that irritated me, which was often.
It's a good way to get reputation, too.  It's quite satisfying to go back to those pirates who demanded regular protection money back when you were building your first spaceport and deliver that final notice of payment via high-velocity kinetic impactor. 
I like bringing along a lot of ships with boarding pods when I attack their bases. Hijacking the totally legitimate freighters floating around is one of the few ways of producing a gain when exterminating pirate factions.

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Other Games / Re: Distant Worlds (4x RTS)
« on: May 29, 2014, 11:18:19 am »
If you get tired of them, you can find their bases with fleets/spies and stomp them flat, too! I regularly murdered pirate factions that irritated me, which was often.

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Other Games / Re: How did you last die?
« on: May 28, 2014, 04:54:09 pm »
I'm a friendly neighborhood Soviet combat engineer. I blow down the door to the ammo bunker, find a lonely StG-44 with a bayonet, and continue walking to see this:
Spoiler (click to show/hide)

Then I get killed by one of the many, many grenades the Germans are throwing to try and destroy it. Totally worth that golden situation, though. Red Orchestra 2.
How does one play RO2 correctly (and by that I mean minus the buggy bugs :x)
I can't finish the last mission of the german campaign due to those bugs (ie You've died! Respawn? > Respawns as a guy within the ground, usually near a trench but NOPE. Stuck in soil :v Can't suicide or grenade self...)
Step one: Stop playing singleplayer. :P

But, seriously, the RO2 AI is horrendous. They simply can't handle the terrain or proper tactics and have a frightening tendency to march single-file into machine gun fire, along with gems such as this:
Spoiler (click to show/hide)

The game is much more enjoyable when playing multiplayer.

Anyway, yes, a key part of surviving RO2 is staying low and in cover, since one bullet can do you in if it hits the right place. When you're scanning an area for enemies, either sit in a dark, secluded spot where the other guys are unlikely to see you or quickly peek out, look around, and go back into cover before your head is blown off. Move to a different spot and repeat until you feel it's safe to advance. Turning up the sound to a pretty good level (as far as your ears/housemates can handle) will help, since it'll make quieter sounds, like footsteps, more obvious, and can help you pin down where gunshots are coming from. There's plenty of tips that can be found on other forums, either for the game in general or specific classes.

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